//vertex shader
#version 330
 
// uniform mat4 projTrans;
 
layout(location = 0) in vec3 a_position;
 
uniform mat4 u_projMat;
uniform mat4 u_viewMat;
uniform mat4 u_modelMat;

out vec2 vTexCoord;
 
void main() {
    gl_Position =  u_projMat * u_viewMat * u_modelMat * vec4(a_position, 1);
}


//fragment shader
#version 330

uniform vec4 u_color; 
out vec4 fragColor;
void main() {
    fragColor = u_color;
}

